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Posts posted by Josep Maria
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Mad Max style?
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Not so insane, my player had FR 6 XD
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For the moment, just for Reflect. We wanted to emulate movies as mush as we can. There are some scenes at CW where Jedi where hit and disarmed (even "easily" in some cases) on melee combat but never USES to be a "insta-kill", so, "damage mitigation" seems enough in that cases.

Any suggestions about that Jegergryte?
awayputurwpn and GroggyGolem reacted to this -
This patch makes force users and Jedi powerful against blaster fire (not invincible), we tried to emulate movies/series. Non so many Jedi were hit on movies or even TV shoes by non-area (like geonosian sonic weapons) and common blaster fire. The rule is just use the same value that you would use with common Reflect rules so:
Ex; Reflect 2: Adds 2+2 Failures to ranged attacks. Just change instead reduce damage to add Failures. The rest still the same. In our games this changes we made emulate movies/series a lot

"Area/Blast" weapons or melee combat (just for brave ones) is needed to defeat a Jedi (or pseudo). The counterpart is, if you get hit, you will receive full damage instead the mitigated one thanks to Reflect common rules. At maximum "common level" (5 Ranks, not the true limit but the most used) a really defensive Jedi/FU can add 7 Failures to an attack roll. With this, now you can Reflect (and return at GM's permission) fire from vehicle/starship scale.
Personally, I love it

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I'm actually using a houserules that "solves" that problem, but remember that a "deflect" from the TV show maybe is only a cinematic way to say "the TIE failed the attack roll".
By the way my houserule is: Reflect, instead remove damage, it adds Failure to the roll. It works almost perfectly, at least for our games

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Put lots of passion on everything you do and always remember that you are building an story together with your players, NOT against them

A good sountrack always help a lot to put some good ambientation.You can use the offcial SW themes or the ones do you prefer and, don't fear to spend 2 or 3 secons to change the track at every scene or event. Is a lot more immersive.
If looking also for some sound effects you can try this https://syrinscape.com/or even a simplier one like http://www.starwars.com/games-apps/star-wars-soundboard
Off course, you can always do TIE sounds with your own voice XD I love it. Speak Alien, no matter if you don't know what are you saying XD If do you consider that characters doesn't understand a language, just speak alien. Use some sentences that you heard from shows, movies and games and invent the rest. Speak Ryl in just 2 sessions! XD
You don't need to be a loremaster but, knowledge about the SW universe can help you to bring the game like it was alive, but be aware that more than 90% of the should be created by you (or other people from the net).
Ambientation and "power level" (your players will be simple minor smugglers or you will let them be an encarnation of the Force?) should be arranged before the game. Know player what the want and espect and share your feeling with them too. Remember, you are NOT against them, you are like a partner on his games, but NOT a player.
Good supporting NPC's (non-playable characters). Coherent and fully alive. Give them a basic background (mininal coherence) and ust them as a hook for the main plot. They will support characters but they AREN'T the heroes, so put them always in a "second row".
Use main characters from the saga ad "guest stars" if needed, but don't abuse.
Use Destiny Point to put some extra facts and emotion to your gaming session. Don't fear them and be creative. Also determine if do you prefer a super estructured game, a sandbox or a mix between them. I use to prefer the 1-5-10. Set the beginning, a middle plot point and a possible "ending". The rest is just the story flow.
Try to give each player its own "special moment" like in Clone Wars or Rebels but generally, try to mantain a balanced focus of attention on all of them. Don't focus just on combatants.
Maybe a miss a few things but the most important of them is: Enjoy and have a great time!
You and your mates aren't playing to achieve "Rank 5 or level 20" or get de +20 flaming sword of fire. You are constructing an story and having fun. Don't turn this into a competition.
Prepare your dices (use the official ones, the official digital app or this alternative one http://game2.ca/eote/)and have a GREAT TIME!

PS: This forums and other good pages are full of info and great and awesome ideas that other players created. Use them and share your ones too

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The only suggestion I will give to you, let the player roll 2 Force Dices, instead one, to determine the Destiny Pool. The rest, just have a great game

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One doubt, what is the difference between 3D, Real 3D and IMAX 3D? (if there is any XD) And what would you suggest apart from ALL OF THEM XD
Thanks

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Hi Jeger!
The hard cap from shields source is 4 BUT maybe if it came from other sources can be "Stacked". I would consider the same restrictions with Armor and Cover. Probably consider those Setbacks from Shields as the same value that armor gives.
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Star "Plot" Wars my friend XD
Like Arrow, or other series that I don't remember actually, people use to have "plot accuracy, power, talents" like other aspects like hyperspace and its "plot speed".
The biggest individual thing moved is a 22.02 meteres Confederation vehicle, of course, multiple smaller targets.That's one of the reason I considered to limitate the size limit on Move to 4 and maybe 5, not sure yet. Range seems an important limitation too and the main one, with plot permission XD, concentration, focus and awareness.
Seems that when a character is relaxed, on peace, can do extraordinary things (if believes enough) and even with not so advanced training. The Force, at low level, seems pretty intuitive and easy, but at high levels, seems a problem even for the most powerful users.
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I would say that, if worths it, Rival can use it. A Rival would take 3 damage to Wounds to prevent even more, If the damage is less than 3 then, let it pass
Col. Orange reacted to this -
Milarqui, what parts do you prefer to translate? This way we won't repeat the process XD
Do you use Spanish from Spain or from other countries?
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Here in Spain we have 4 co-official languages: Català, Spanish, Euskera, Gallego... and tons dialects XD
Babel!
rowdyoctopus reacted to this -
Can I help Oggy? Spanish is my second language

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Almost forgot. We used the alternative version of Reflect (add Failures instead reduce damage) because on Clone Wars Jedi stop and return "Reflect" heavy weaponry/vehicle scale weapons "easily".
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I rolled more Success on the Cool check I supose XDD

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Here's a Sam answer about "Wounds and criticals",
Sam: Conceptually, the dice system fits our vision of combat, because we see Critical Injuries as proper injuries, and wounds more as wear, tear, minor cuts, bruises, sore muscles, grazes, and minor burns. Basically, wounds are being battered, but Critical Injuries are the actual injuries that can put you on your back.
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Not sure if I posted this one already.
Josep María: Good evening! Or night... not sure XD
I have another game concept question. I would love to understand your point of view about combat mechanics (space and ground).
I understand that game is focused on cinematic style, thing that I enjoy so much. You should see my player and me every time we roll looking exited ot the dices waiting that the result tell us an awesome story XD Its and incredible sensation that we forgot long time ago. Mechanics isn't just only the way, with Edge is also the STORY! Sorry my question XD
I told you before, but I love the concept that a character gets incapacited/killed just with only 1-4 shots (generally). No more HP200 barbarians or elite soldiers with d12 XD
But also I have to say that hit% seems so high. I understand that every combat roll can be easily a movie scene about 1-3 minutes long, but hit% seems so high.
In general therms a "pseudo Boba Fett" can be hit easily by a pack of Storm Troopers because he only is a 2-3 Purples and above 2-3 Setbacks.
Force Sensitives can stand a bit more thanks to Sense Commit upgrades (that can be stacked?) but the difference doesn't seems so much higher.
I know that spending Strain with Dodges, Side Steps and other talents you can gain some upgrades. Also there is the armor/cover bonuses, but, in general therms (based on a forum sample XD) naked uncle Lars and naked pseudo Boba have the same defense. Get more than 2 Dodges is pretty difficult to achieve, so Boba would be (paying 2 Strain) 2 Reds instead 2 Purple. He would be hit but would get more Threats.
I'm seeking for some point of view to understand if there is any reason to this. Not a mechanical reason, a CONCEPT reason.
Mechanics are almost pretty clear (only there a are a few confusing things like the Commit one), but in generals therms is pretty clear,so, probably I need some designers concept point of view to interpretate that situations. I'm wrong?
Thanks again for all to your team and yourself, and please continue creating those awesome things.--
Sam:
Hi Josep,
As far as your question goes, conceptually there were several reasons why we made combat values static numbers, although as you point out, there are quite a few mechanical reasons why we did so as well! However, as per your request, I won't delve too deeply into the mechanical reasons.
Conceptually, the dice system fits our vision of combat, because we see Critical Injuries as proper injuries, and wounds more as wear, tear, minor cuts, bruises, sore muscles, grazes, and minor burns. Basically, wounds are being battered, but Critical Injuries are the actual injuries that can put you on your back.
So by keeping the difficulty of combat checks simple, we acknowledge that it may not be too hard to get hit, but being hit isn't the same thing as being badly injured. Being hit more easily also creates interesting choices and combat dynamics. If a PC gets injured, the player has to decide whether to spend his next turn getting to cover, using a stim pack, or taking the riskier approach of continuing to fight and hoping to overcome his opponent.
Another conceptual reason is that we wanted basic combat rules to be simple and intuitive, while complexity would be added as PCs grew in ability. A PC's first combat will probably be fairly simple; allowing him to learn the basics of how to fight. Then, as he starts purchasing talents such as Dodge, Side Step, or Sixth Sense, he can introduce them to subsequent combats.
I hope that helps! All the best, and good gaming,
Sam
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Awesome wound-round definition. By thw way, trying to "canonize", we are testing a houserule were Reflect (not Parry) generates Failures instead reduce damage.
Until the moment it works pretty well for us
awayputurwpn reacted to this

Convert EotE carieer to FoD carieer
in Star Wars: Force and Destiny RPG
Posted
As Col. Orange said just let your player buy an outside carrier spec, BUT, if the reason is that during the character concept creation, you didn't have access to that carrier and spec, just let your player redo his/her char from "zero" with the actual amount XP earned and respectic as much as you can the previous EotE version.